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Fellow PC gaming journalist and friend of RPS Tom Francis is working on an indie video game. It’s about breaking into people’s houses, something Tom is extremely qualified to write about. Er, because he got robbed a couple of years back, not because he’s a housebreaker. To the best of my knowledge, at least.

To be specific, Gunpoint is about infiltration, and the achievement thereof primarily via rewiring of electronics such as cameras, doors and lights. If Agent 47 was a rogue electrician rather than a genetically-engineered assassin, it might go a little something like this…
Let’s have Tom talk you through it himself. It’s super important to note that he’s currently looking for an artist – which is a) the point of this video and b) why the art in it a little basic at present – “a vague guide at best”, he says. The video’s on the weeny side in our site design, so if you can’t make out what’s going on click through to Youtube and watch it in 720p.

A novel and smart concept, that. Rewiring/hacking tends to be relegated to minigames within games (e.g. the pipemania thing in Bioshock, or the node-capturing in Deus Ex: Human Revolution), rather than made the primary focus of the game itself – and especially within a real-time action context like this.

I must admit, however, that I’m most taken with the crazed diving through windows. I asked Tom what would happen if I spent most of my time in the game simply doing that, and he EXCLUSIVELY told me this: “After the first time, the window will be broken and will no longer make noise. I apologise for chaos theory.”

Damn you, Francis.

He also said “I’m sorry my video keeps making the Windows noise.” I was trying to work out what was doing that, actually. He said that was probably an exclusive comment too, but he might end up telling someone else it too. Oh, betrayal.

Gunpoint will be free, but doesn’t have a fixed release date as yet, although he’s hoping to make July. Its arrival could well be hastened if he can secure himself an artist. Not a paid gig alas, as this is a spare-time project for him, but if you’re interested in contributing, have a read of his post here.

If you do end up working with him, don’t let him in your house. He’ll probably rewire your lights to the oven or something.

What is this Games Journalists doing games making thing? It is like someone who writes for the NME joining a band – your hopes of such things should have long since withered along with the rest of your emaciated, underpaid husks.

In seriousness though, it looks pretty cool! Good for Mr. Francis and I look forward to playing it.

Maybe the trend of awesome people to make stealth games on the side is because nobody in the industry is actually making stealth games any more? I’m sure they pang for a SC:CT sequel as much as the rest of us sensibles do.

I wonder if the final levels will all look like a possible building structure, or is the “it’s a puzzle game” going to be written large on their design?
I saw one in there where the only entrance/exit was a skylight. Now I don’t think that’s pass Health and Safety.

Gunpoint is starting to look good. I’ve been following Mr Francis for ages now. His writing is some of my favourite.
If you haven’t already you should check out:Ending BioshockTF2 Unlockable ideas (I think valve basically stole half these ideas)
And, because RPS are lax on the Minecraft posts recently, Tom’s Minecraft Experiment

He was also one of the authors of the book Machine of Death, along with Randall Munroe (XKCD), and Ryan North (Dinosaur Comics) and others. Which is totally great (and free).

I can say this in all seriousness: that was the most exciting mini/indie/bedroom concept that I’ve ever come across. It solves the #1 with ‘indie platformers’ which is the reliance on gimmicks instead of solid gameplay. Gunpoint weaves the new ideas effortlessly into core gameplay.
Mr. Francis if you’re reading this:
1. For Heaven’s sake DON’T change the art or animation or sounds. They are perfect how they are; the man-punching is especially hilarious.
2. Maybe make and perfect this one and then have better graffixx in the sequel or something?

Better art = less confusion/distraction, not more. Notice how he’s got an orangey character against orangey room backgrounds there? It’s not a gigantic deal, but better art could clean it up and make it more instantly readable.

I guess I can see that. I was more thinking that if the walls were textured or wallpapered or something or there was a whole lot of visual clutter in terms of pointless assets it’d draw focus from the important elements.

I’d been following this in his occasional blog posts about it, but had assumed it was baqck-burnered or on hold since there hadn’t been any news lately. I think this is the first time I’ve seen it in motion — it’s looking great!